TankZilla is an asymmetric sci-fi wargame, where you have to defend your outpost against the AI controlled megatank "TankZilla".
The red AI and blue player take turns controlling their units in a few phases; first there is a move phase followed by an attack phase, and some units get a secondary move phase. After this the other player goes.
TankZilla (the red megatank) wins if it destroys your outpost and then escapes southward. The blue defence force that you control can win by destroying the TankZilla unit.
Your (blue) defense units:
HOVR - Hover tank. Movement 4. Attack 3. Range 2. Defense 2. Gets a secondary movement of 3.
HVY - Heavy tank. Movement 3. Attack 4. Range 2. Defense 2.
MSL - Missile tank. Movement 2. Attack 3. Range 3. Defense 2.
ARTY - Immobile artillery. Movement 0. Attack 6. Range 8. Defense 1.
INF1-3 - One, two and three squads of infantry. Movement 2. Attack 1-3. Range 1. Defense 1-3. Can cross mountain ridges
OUTPOST - Outpost. Movement 0. Defense 0. Your main objective to defend.
TankZilla MK3
1x Primary weapon. Attack 4. Range 3. Defense 4.
4x Secondary weapons. Attack 3. Range 2. Defense 3.
2x Missiles. Attack 6. Range 5. Defense 3. Each missile can only be used once.
8x Anti-Personnel weapons. Attack 1. Range 1. Defense 1. Can only hit infantry and outpost.
45 Units of treads. Movement 3. For every 15 treads lost, your movement is reduced by 1.
Credits
GFX / Sprites by @ScrubSandwich
i like both sides, but prefer to have a mobile CP if im defending, though im not above blowing all my points on a howitzer line and throwing infantry into the supertank treads till its too slow to be a threat.
the origional apple 2 version manual has some good info on how they programmed the supertank ai(heatmaps) and is all up on archive.org
get a chance to play the new pc version on steam?
@VgBlade oh wow, those old apple 2 manuals are extremely detailed; I love reading up on their AI strategy... thanks for the recommendation! Hopefully I can squeeze some of this into the TankZilla cart. I still have to do a startup menu / unit placement, infantry overrun and ramming logic... so I am worried it might not all fit within the token limit.
I did watch some youtube videos of the PC version of Ogre on Steam, would you recommend playing it?
its a pretty solid port of the current big box ruleset, though its a bit minimal in the ui, and occasional jank. The biggest issue is no one plays it online unless you coordinate on the sjgames forum but it has a fairly solid campaign, map editor, and workshop integration
unrelated, but the vehicle sprites are giving me a dos schorched earth vibe
@VgBlade that AI routine from the Apple II manual is very good! Got the basics implemented until I ran out of tokens 😬
Are you on Discord? I'd love to discuss some details with your
im in the official pico 8 discord, but i dont think id be much help with the tokens as i know nothig about coding. Off the top of my head my first thoughts would be to split the 2 modes into seperate carts and then use the cart option that lets you boot directly into other carts(theres a demo or 2 here but i forget the name of the function)
Had great fun playing! Still haven’t won a round :P, Though, it could use a title screen if you have space. It was fun working with you
[Please log in to post a comment]